Translating Turn-Based Combat Structure Into Unreal Engine – Part 3

With a paper-defined combat system in place, the next step is translating structure into Unreal Engine. This is where abstract rules become concrete systems — but it’s also where many projects quietly go wrong. The goal is not to recreate the combat design verbatim in code, but to preserve its intent while adapting it to Unreal’s architecture.… Read More Translating Turn-Based Combat Structure Into Unreal Engine – Part 3

Designing Turn-Based Combat – Part 2

Before opening Unreal Engine, the most important system in a JRPG needs to exist on paper. Turn-based combat is not something you “discover” through implementation. It is something you decide, deliberately. The clearer the combat rules are upfront, the easier every technical decision becomes later. This post focuses on designing a turn-based combat system at a… Read More Designing Turn-Based Combat – Part 2

How to Make a JRPG in Unreal Engine: Starting With Theory – Part 1

Before opening Unreal Engine. Before creating a project. Before creating any assets. This is where I want to start. JRPGs are not just a camera angle, a turn-based menu, or a nostalgic art style. They are systems-heavy games built on layers of intentional design decisions. If those decisions are unclear at the start, no engine — Unreal… Read More How to Make a JRPG in Unreal Engine: Starting With Theory – Part 1